1. Done First full play-through August 2026
  2. Now Testing and fixes Since August 2026
  3. Next Open source release (GPL v3) Early 2027

ABOUT

Modern recreation of a 90s classic

OpenBioForge is a from-scratch recreation of the BioForge game engine, so that Origin Systems' 1995 sci-fi adventure can be played on modern systems. It's a solo project by Tim Comport, a software engineer in Melbourne, built in his spare time over many years.

The project does not ship with the assets or content required to play BioForge. You must have a legally purchased copy of BioForge in order to run the game using this engine.

Enhanced graphics & physics

Modern rendering with realistic interactions. The original 1995 software renderer is replaced with OpenGL, for sharper, higher-resolution visuals. BioForge's S.A.L.S.A. animation system is kept, with a custom physics engine added for collisions and interactions.

Responsive controls

Fluid movement that feels right. A hybrid locomotion system combines physics-based movement with selective root motion, replacing the original's notoriously clunky controls. Gamepads are fully supported, including analogue sticks.

Scripting and modding

Flexible customisation and modding support. The original BioForge scripts can optionally be deobfuscated and converted to readable C#, opening the door to gameplay changes and new content while staying fully compatible with the original game.

Cross-platform

Lightweight and portable. Built with minimal dependencies, so it runs on Windows and Linux, with macOS in testing. The lightweight architecture keeps performance consistent and leaves room for other platforms later.

HISTORY

Started with a hex editor

From poking around a demo's files in 1995 to a full engine recreation, built from scratch by one person, one file format and one system at a time.

  1. 1995

    BioForge is released in the US in March. The story starts with the demo from the May 1995 issue of PC Format, which Tim explores in a hex editor (XTree Gold).

  2. 1999

    Malcy releases SALSA, a fan-made viewer for BioForge's skeletal animations with partial support, sharing its name with the game's own System for Animating Lifelike Synthetic Actors. Finding it prompts Tim to dig much deeper into the rest of the game's files.

  3. 2004 to 2006

    BioFLX (sound effects and music from FLX archives) and BioModel (characters and items to .obj, with a texture atlas) released on thetechplace in 2004, followed by BioForge Tools in 2006 (Wayback Machine).

  4. 2007 to 2008

    Work starts on a full recreation of the engine, initially in C++ (announcement), and continues, slowly, into mid-2008 (last forum post) before tapering off. Links via the Wayback Machine.

  5. 2008 to 2016

    A long break while life happens (A Brief History of Tim).

  6. 2016

    The engine moves from C++ to C#, first written up in We Create Worlds. Over the next few years it also moves from .NET Framework to .NET Core.

  7. 2019

    "Reverse Engineering a Classic Video Game" talks at DDD Melbourne and NDC Sydney.

  8. 2020

    An updated version of the talk for NDC Oslo, delivered remotely from Melbourne during the pandemic. Plans for an early GitHub release, mentioned in the talks, gave way to finishing the engine first.

  9. 2021 to 2022

    The engine is rearchitected around an entity component system, and work starts on player movement and physics. The project, until now called BioForged, is renamed OpenBioForge, and openbioforge.com is registered.

  10. 2025

    30th anniversary showcase in March. Interviewed for a feature in c't magazine, with news coverage in Time Extension.

  11. 2026

    First full play-through in August, start to finish, with no workarounds or cheats. Recorded in full in October.

  12. Early 2027

    Public open source release under GPL v3.

Lex, the main character from BioForge
Every aspect of the BioForge was designed with technology in mind. You are on a lonely planet because we could not show more than two to three characters on screen at a time. Your body has been operated on because the fledgling skeletal animation technology was too stiff to show smooth human animation.
Ken Demarest, Director of BioForge

LATEST

Full play-through, October 2026

BioForge played start to finish in OpenBioForge, with no workarounds or cheats. Uncut, with no commentary, 1 hour 21 minutes.

The first full play-through came together in August 2026. Testing and fixes are now under way, ahead of an open source release under GPL v3.

WATCH VIDEO

WATCH & READ

Behind the scenes

Gameplay, progress updates, and a look at how the original game was taken apart and rebuilt.

March 2026

31st anniversary progress update

An uncut look on BioForge's 31st birthday: early combat with body-zone hit detection, sparks and explosions, and the first palette-driven lighting effects.

March 2025

30th anniversary showcase

A look at the engine for BioForge's 30th anniversary: enhanced graphics, responsive controls and improved physics.

Conference talk · NDC Oslo 2020

Reverse Engineering a Classic Video Game

Taking BioForge apart with a hex editor and piecing it back together in C#: file structures, compression, fonts, sound and music, cameras and scripts.

An updated version of the NDC Sydney 2019 talk. Also given at DDD Melbourne 2019.

FAQ

Common questions

Is this a remake?

No. OpenBioForge is a new engine that runs the original game, using the data files from your own copy of BioForge. The story, locations, characters and dialogue are all the original's.

Can I play it the way it was in 1995?

That's the plan. Anything that adds to or changes the original will be optional, so it can all be turned off. Most of the improvements are worth keeping, though.

Do I need the original game?

Yes. No BioForge content is included with OpenBioForge, so you'll need the game's own files. BioForge is available from GOG.com, and the original demo works too, if you'd like to try it first.

When can I play it?

The open source release is planned for early 2027, under GPL v3. The game is already playable start to finish, and the time until then is going into testing and fixes.

What happened to the early GitHub release mentioned in the talks?

The plan changed. Rather than publish a work in progress, the engine is being finished first, so the first release is one you can play from start to finish.

Which platforms will it run on?

Windows and Linux, with macOS in testing. The engine is being kept as portable as possible, so other platforms can follow. A handheld like the Retroid Pocket would be a fun one.

Can I mod it?

Yes. The original scripts can optionally be converted to readable C#, which makes gameplay changes and new content possible.